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## About The Pull Request - Adds 5 new heretic spells! - For Flesh: Flesh Surgery. This spell is a touch spell that can either be used to heal your minions or extract organs from mobs. - For Void: Cone of Cold. This is a simple spell - it shoots out a cone, of cold, that freezes and damages people caught in it. - For Ash: Volcano Blast. This spell functions like Tesla Blast, but instead of electricity, it shoots out of a beam of fire that hurts to walk over. - For Blade: Realignment. Think of this like "Fleshmend but for stuns / stamcrit". It rapidly regenerates stamina damage and reduces stuns, while making you a pacifist. It can also be cast in rapid succession, but this will increase the cooldown. - For Rust: Rust Construction. Point at a rusted tile, and a wall will be raised where it was instantly. This even damages people and throws them aside - Or, if on a multi-z map, can lift up. - Number of influences has increased. - 5 at 1 heretic - 9 at 2 - 12 at 3 - 14 at 4 - 15 at 5 - 16 at 6, and so on - Heretics are given a 5th sacrifice target, selected randomly. On average an additional sacrifice is needed for their objectives. - Being sacrificed grants you a permanent phobia of the supernatural. Phobia of the supernatural has been expanded to cover heretic items and mobs. - The equation for offhand damage of blade heretics was tweaked. Actual result unchanged, it's just more resilient to future changes now. - Touch spells were refactored a bit, and overall expanded to be easier to use - Charged spells were added, and charged beam spells. Tesla blast uses this. - Cone spells were refactored to be easier to setup. - Jaunting will now hide your runechat when it triggers, to make it less easy to follow. - Heretic Ghouls now take less stamina damage based on how low their health pool is. - Emote based spells now require hands to be unblocked to be cast, like mime spells. - Yes this gets rid of handcuffed invisible walls... Not 100% on this, but I figured it's good for consistency? Open to discussion ## Why It's Good For The Game A lotta feedback has passed through about heretic and it's time to address some of it - Problem: Not enough cool flash spells. Makes Focus not worth it. - Solution: Adds some more spells to encourage focus use. - Problem: Sacrifice targets being too willing or not harmed enough - Solution: A permanent trauma. - Problem: Not enough ways to power up. - Solution: Adding more influences around, though I think there should be more variety in knowledge rituals as well. - Problem: Ash Passage sucks - Solution: Makes it a smidge better to stay hidden with it. - Problem: Heretic Ghouls get one hit by batons - Solution: Stamina modifier should put them on par with unmodified humans. ## Changelog 🆑 Melbert add: Added five new heretic spells, one for each path. They come after the Ritual of Knowledge. add: Cone of Cold, for Void heretics. Shoots out a freezing chill in a cone which deal damage and freezes. add: Flesh Surgery for Flesh heretics. A touch spell which can either heal minions or be used on mobs to extract organs without surgery. add: Volcano Blast for Ash heretics. A beam spell, like Tesla Blast, which fires out a beam of fire that bounces between people. add: Realignment for Blade heretics. Fleshmend, but for stuns and stamina damage. Makes you a pacifist, but rapidly regenerates stamina. add: Rust Construction for Rust heretics. Places a wall of rust on the target rusted flooring. Can even be used to ascend z-levels! balance: Nerfed the cooldown of Cleave slightly, buffed the cooldown of Lesser Cleave slightly. balance: Slightly more influences will spawn on the station per heretic. balance: Heretics require an additional sacrifice on average for ascension, but are given a fifth sacrifice target (randomly selected). balance: Being sacrificed by a heretic now gives you a permanent phobia of spooky things, including heretic mobs and items. balance: Heretic ghouls now take reduced stamina damage, depending on how small their health pool is. balance: Using Jaunts will conceal your runechat for their duration. balance: Spells which require emoting (Mime spells) require your hands not be blocked to use. refactor: Touch Spells were improved a bit. Added some new template spells - Charged spells, and Charged beam spells. fix: Fixes a runtime from losing heretic. /🆑
97 lines
3.6 KiB
Plaintext
97 lines
3.6 KiB
Plaintext
/datum/mutation/human/firebreath
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name = "Fire Breath"
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desc = "An ancient mutation that gives lizards breath of fire."
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quality = POSITIVE
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difficulty = 12
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locked = TRUE
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text_gain_indication = "<span class='notice'>Your throat is burning!</span>"
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text_lose_indication = "<span class='notice'>Your throat is cooling down.</span>"
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power_path = /datum/action/cooldown/spell/cone/staggered/fire_breath
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instability = 30
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energy_coeff = 1
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power_coeff = 1
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/datum/mutation/human/firebreath/modify()
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. = ..()
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var/datum/action/cooldown/spell/cone/staggered/fire_breath/to_modify = .
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if(!istype(to_modify)) // null or invalid
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return
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if(GET_MUTATION_POWER(src) <= 1) // we only care about power from here on
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to_modify.cone_levels = initial(to_modify.cone_levels) //resets to default if no power chromosome
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to_modify.self_throw_range = initial(to_modify.self_throw_range)
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return
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to_modify.cone_levels += 2 // Cone fwooshes further, and...
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to_modify.self_throw_range += 1 // the breath throws the user back more
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/datum/action/cooldown/spell/cone/staggered/fire_breath
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name = "Fire Breath"
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desc = "You breathe a cone of fire directly in front of you."
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button_icon_state = "fireball0"
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sound = 'sound/magic/demon_dies.ogg' //horrifying lizard noises
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school = SCHOOL_EVOCATION
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cooldown_time = 40 SECONDS
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invocation_type = INVOCATION_NONE
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spell_requirements = NONE
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antimagic_flags = NONE
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cone_levels = 3
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respect_density = TRUE
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/// The range our user is thrown backwards after casting the spell
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var/self_throw_range = 1
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/datum/action/cooldown/spell/cone/staggered/fire_breath/before_cast(atom/cast_on)
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. = ..()
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if(. & SPELL_CANCEL_CAST)
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return
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if(!iscarbon(cast_on))
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return
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var/mob/living/carbon/our_lizard = cast_on
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if(!our_lizard.is_mouth_covered())
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return
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our_lizard.adjust_fire_stacks(cone_levels)
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our_lizard.ignite_mob()
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to_chat(our_lizard, span_warning("Something in front of your mouth catches fire!"))
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/datum/action/cooldown/spell/cone/staggered/fire_breath/after_cast(atom/cast_on)
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. = ..()
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if(!isliving(cast_on))
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return
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var/mob/living/living_cast_on = cast_on
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// When casting, throw the caster backwards a few tiles.
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var/original_dir = living_cast_on.dir
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living_cast_on.throw_at(
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get_edge_target_turf(living_cast_on, turn(living_cast_on.dir, 180)),
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range = self_throw_range,
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speed = 2,
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gentle = TRUE,
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)
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// Try to set us to our original direction after, so we don't end up backwards.
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living_cast_on.setDir(original_dir)
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/datum/action/cooldown/spell/cone/staggered/fire_breath/calculate_cone_shape(current_level)
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// This makes the cone shoot out into a 3 wide column of flames no matter the distance
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return 3
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/datum/action/cooldown/spell/cone/staggered/fire_breath/do_turf_cone_effect(turf/target_turf, atom/caster, level)
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// Further turfs experience less exposed_temperature and exposed_volume
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new /obj/effect/hotspot(target_turf) // for style
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target_turf.hotspot_expose(max(500, 900 - (100 * level)), max(50, 200 - (50 * level)), 1)
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/datum/action/cooldown/spell/cone/staggered/fire_breath/do_mob_cone_effect(mob/living/target_mob, atom/caster, level)
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// Further out targets take less immediate burn damage and get less fire stacks.
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// The actual burn damage application is not blocked by fireproofing, like space dragons.
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target_mob.apply_damage(max(10, 40 - (5 * level)), BURN, spread_damage = TRUE)
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target_mob.adjust_fire_stacks(max(2, 5 - level))
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target_mob.ignite_mob()
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/datum/action/cooldown/spell/cone/staggered/firebreath/do_obj_cone_effect(obj/target_obj, atom/caster, level)
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// Further out objects experience less exposed_temperature and exposed_volume
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target_obj.fire_act(max(500, 900 - (100 * level)), max(50, 200 - (50 * level)))
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